If we're still on the subject of a hypothetical Economy overhaul, maybe there could be a system where different populations have some kind of wealth/prosperity value that gets drained by stuff like taxes and trade good shortages but boosted by things like government spending in the population (probably mostly in terms of installations, but maybe to a lesser extent military units and ships stationed at the population, representing them spending money on stuff when they have shore leave or whatever), civilian mine activity, exports, etc. It would probably effect the rate of civilian mine foundation and expansion in the system, the construction of civilian ships, and maybe the production of trade goods. It might make civilian shipping lines worth protecting/targeting, since disrupted shipping could cause economic problems.

Also, I was thinking that maybe transnewtonian minerals could become a new type of trade good (not as each individual mineral, but just in general) gets generated by civilian mines sending minerals into the civilian economy.

As another minor QOL suggestion, I wonder if it would be better for the "total accessibility" box in the mining tab to be changed to display the actual total of the accessibility of the planets minerals, rather than the average. This would help show at a glance the number of total minerals that a planet could produce. I would argue that this is more useful than the average accessibility, which does not take into account the effects of having different kinds of minerals. A planet with a single mineral at 1.0 accessibility would have an average accessibility of 1.0, the highest possible, even though another planet with a lower average accessibility but more types of minerals might produce far more minerals in total, with the same number of mines.

As another minor QOL suggestion, I wonder if it would be better for the "total accessibility" box in the mining tab to be changed to display the actual total of the accessibility of the planets minerals, rather than the average. This would help show at a glance the number of total minerals that a planet could produce. I would argue that this is more useful than the average accessibility, which does not take into account the effects of having different kinds of minerals. A planet with a single mineral at 1.0 accessibility would have an average accessibility of 1.0, the highest possible, even though another planet with a lower average accessibility but more types of minerals might produce far more minerals in total, with the same number of mines.

In C# Aurora civilian shipping can be disabled. I was wondering if there could be "levels" of disabling. I personally found the cargo function pretty useful but was annoyed by the civilians building fuel freighters and civilian transports. Options to choose what civilian shipping is allowed to do (maybe as a political instrument) would be an interesting addition.

In C# Aurora civilian shipping can be disabled. I was wondering if there could be "levels" of disabling. I personally found the cargo function pretty useful but was annoyed by the civilians building fuel freighters and civilian transports. Options to choose what civilian shipping is allowed to do (maybe as a political instrument) would be an interesting addition.

I don't want to provide too much control over civilians as the main point is that they are independent and not additional player shipping.

I don't want to provide too much control over civilians as the main point is that they are independent and not additional player shipping.

I think it wouldn't hurt to have a bit of indirect control like tax hard to prevent growth or tax low to promote it, and subsidize or tariff certain locations to promote shipping to certain destinations and discourage others. Or if they were a bit better connected with supply/demand (first delivery of a missing goods is worth alot, and colonists want to move where there are job opportunities).

I'd actually rather like to be able to offer civilian shipping higher rates in order to get them to go to out-of-the-way places. Of course, I'd also like to be able to use them to ship minerals, which apparantly is specifically not desirable, so who knows whether its a good idea or not.

I don't want to provide too much control over civilians as the main point is that they are independent and not additional player shipping.

There already is some kind of control because as long as one does not issue colonist or cargo orders those ships are more or less wasted (at least the colonist transporters). I mainly wanted to "officialize" this ;-).What might be interesting would be if the civilian shipping "monitors" what is usually transported and builds their ships accordingly. So if you don't use the civilians for colonist transports and then suddenly do, it will be slow because they don't have the capacity but will build it. And then when you stop that, they we slowly scrap them and rebuild normal transporters - fitting to the actual demands... .

There already is some kind of control because as long as one does not issue colonist or cargo orders those ships are more or less wasted (at least the colonist transporters). I mainly wanted to "officialize" this ;-).What might be interesting would be if the civilian shipping "monitors" what is usually transported and builds their ships accordingly. So if you don't use the civilians for colonist transports and then suddenly do, it will be slow because they don't have the capacity but will build it. And then when you stop that, they we slowly scrap them and rebuild normal transporters - fitting to the actual demands... .

This requires a level of economic simulation and tracking that just isnt in the game at this time.

I think it will be cool to order personal records by rowid, not datetime. Or date + rowid, both decreasing (if you want to have a possibility to insert records post factum). It will prevent this small bug with partially reversed record order (when records have the same datetime).

I think it will be cool to order personal records by rowid, not datetime. Or date + rowid, both decreasing (if you want to have a possibility to insert records post factum). It will prevent this small bug with partially reversed record order (when records have the same datetime).

I've already fixed the issue when there is a simultaneous unassign and reassign. The unassign is no longer displayed.

Cold as steel the darkness waits, its hour will comeA cry of fear from our children, worshipping the SunMother Nature's black revenge, on those who waste her lifeWar babies in the Garden Of Eden, she'll turn our ashes to ice

Minor milestone - a geosurvey ship just executed the first default order in C# Aurora.

Well into the default orders code now, which is one of the major areas remaining. As a side-benefit of completely rewriting the path-finding code, you will have the ability to pick a system from a list on the fleet orders window and have the game plot all the jumps for you (including using Lagrange points). I'll do the same for populations and way points.